Commit 128bd6fb authored by Rick Gruber-Riemer's avatar Rick Gruber-Riemer

Update documentation with regards to rename of osm2city and osm2pylon

parent bb00591d
......@@ -35,7 +35,7 @@ In most situations it is enough to call the following command once and then only
/usr/bin/python3 /home/pingu/develop_vcs/osm2city/textures/manager.py -f LSZS/params.ini -a
Alternatively `osm2city.py` can be called with the ``-a`` option.
Alternatively `buildings.py` can be called with the ``-a`` option.
====================
......@@ -44,8 +44,8 @@ Overview of Programs
``osm2city`` contains the following programs to generate scenery objects based on OSM data:
* ``osm2city.py``: generates buildings. See also the related `Wiki osm2city article <http://wiki.flightgear.org/Osm2city.py>`_.
* ``osm2pylon.py``: generates pylons and cables between them for power lines, aerial ways, railway overhead lines as well as street-lamps. See also the related `Wiki osm2pylon article <http://wiki.flightgear.org/Osm2pylons.py>`_.
* ``buildings.py``: generates buildings. See also the related `Wiki osm2city article <http://wiki.flightgear.org/Osm2city.py>`_.
* ``pylons.py``: generates pylons and cables between them for power lines, aerial ways, railway overhead lines as well as street-lamps. See also the related `Wiki osm2pylon article <http://wiki.flightgear.org/Osm2pylons.py>`_.
* ``roads.py``: generates different types of roads. See also the related `Wiki roads article <http://wiki.flightgear.org/Osm2roads.py>`_.
* ``piers.py``: generates piers and boats. See also the related `Wiki piers article <http://wiki.flightgear.org/OsmPiers.py>`_.
* ``platforms.py``: generates (railway) platforms. See also the related `Wiki platforms article <http://wiki.flightgear.org/OsmPlatforms.py>`_.
......@@ -70,7 +70,7 @@ In most situations you may want to at least provide command line parameter ``-f`
::
/usr/bin/python3 /home/pingu/develop_vcs/osm2city/osm2city.py -f LSZS/params.ini -l DEBUG
/usr/bin/python3 /home/pingu/develop_vcs/osm2city/buildings.py -f LSZS/params.ini -l DEBUG
Remember that the paths are relative to the ``WORKING_DIRECTORY``. Alternatively provide the full path to your ``params.ini`` [#]_ file.
......@@ -148,10 +148,10 @@ The contents of ``osm2city_e009n47.sh`` looks like the following if argument ``-
::
#!/bin/bash
python osm2city.py -f w010n60/w003n60/2909568/params.ini
python osm2city.py -f w010n60/w003n60/2909569/params.ini
python buildings.py -f w010n60/w003n60/2909568/params.ini
python buildings.py -f w010n60/w003n60/2909569/params.ini
...
python osm2city.py -f w010n60/w003n60/2909627/params.ini
python buildings.py -f w010n60/w003n60/2909627/params.ini
If you used argument ``-p`` during generation of the shell / command files, then you would add the number of parallel processes like the following (in the example 4 processes):
......
......@@ -476,6 +476,6 @@ Finally copy file ``elev.out`` from the path specified in the edited ``elev.nas`
.. [#] Failing to do so might result in an exception, where the stack trace might contain something like ``KeyError: 1227981870``.
.. [#] It is a bit more complicated than that. The three other methods keep data in a grid — and the grid stays the same across e.g. ``osm2city`` and ``osm2pylon``. That is different for ``FgelevCaching``, because it will get the position for every object, which by nature is different between e.g. ``osm2city`` and ``osm2pylon``.
.. [#] It is a bit more complicated than that. The three other methods keep data in a grid — and the grid stays the same across e.g. ``buildings.py`` and ``pylons.py``. That is different for ``FgelevCaching``, because it will get the position for every object, which by nature is different between e.g. ``buildings`` and ``pylons``.
.. [#] See `Using TerraGear <http://wiki.flightgear.org/Using_TerraGear#Elevation_data>`_.
......@@ -23,7 +23,7 @@ If you followed the :ref:`directory structure <chapter-creating-directory-struct
Copy Textures
=============
If you are using ``osm2city.py`` to generate buildings or ``roads.py`` to generate roads, then you need to have the content of the ``tex`` linked from ``osm2city-data`` copied or linked into all scenery sub-folders, where there are ``*.stg`` files. There are two possibilities:
If you are using ``buildings.py`` to generate buildings or ``roads.py`` to generate roads, then you need to have the content of the ``tex`` linked from ``osm2city-data`` copied or linked into all scenery sub-folders, where there are ``*.stg`` files. There are two possibilities:
#. Do it manually. In this case you can choose whether to create links or hard copies. If you want to distribute the generated scenery objects, then you must copy the whole directory. E.g. ``/home/pingu/fg_customscenery/LSZS/Objects/e000n40/e009n46/tex`` in the example used previously.
#. Use ``copy_texture_stuff.py`` to do it automatically. E.g.
......@@ -41,9 +41,9 @@ There is also a third possibility of copying the ``tex`` directory into ``$FG_RO
Adjusting Visibility of Scenery Objects
=======================================
The ``osm2city`` related programs and especially ``osm2city.py`` itself are using heuristics and parameters to determine at what level of detail (LOD) scenery objects should be visible. This is done by adding the objects to one of the three FlightGear LOD schemes: "bare", "rough" and "detailed".
The ``osm2city`` related programs and especially ``buildings.py`` are using heuristics and parameters to determine at what level of detail (LOD) scenery objects should be visible. This is done by adding the objects to one of the three FlightGear LOD schemes: "bare", "rough" and "detailed".
In ``osm2city.py`` you can influence into which of the three LOD ranges the objects are placed by using the following :ref:`Parameters <chapter-parameters-lod-label>`:
In ``buildings.py`` you can influence into which of the three LOD ranges the objects are placed by using the following :ref:`Parameters <chapter-parameters-lod-label>`:
* LOD_ALWAYS_DETAIL_BELOW_AREA
* LOD_ALWAYS_ROUGH_ABOVE_AREA
......@@ -140,7 +140,7 @@ Depending on your region and your shader settings you might want to search for e
Consider Sharing Your Generated Scenery Objects
===============================================
Although this guide hopefully helps, not everybody might be able to generate scenery objects wih ``osm2city`` related programs. Therefore please consider sharing your generated scenery objects. You can do so by announcing it in the Sceneries_ part of the FlightGear Forums and linking from the bottom of the osm2city related Wiki_ article.
Although this guide hopefully helps, not everybody might be able to generate scenery objects wih ``osm2city`` related programs. Therefore please consider sharing your generated scenery objects. You can do so by announcing it in the Sceneries_ part of the FlightGear Forums and linking from the bottom of the ``osm2city`` related Wiki_ article.
.. _Sceneries: http://forum.flightgear.org/viewforum.php?f=5
.. _Wiki: http://wiki.flightgear.org/Osm2city.py
......
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